Paladin
Base Class: Paladin

The stoic, quiet knight calmly tracking the marauding dragon to it's lair. The lone sentinel standing at the outskirts of a small town, waiting long into the night for the raid to come. An armor clad warrior, wreathed in Divine Light, yelling out a challenge to the Demonic Tannaruk General of the Orc horde while the power of his will crushes the lesser orcs around him. These are examples of the Wardens, a sect of paladins devoted to hunting down and destroying that which seeks our own destruction.

Often called Gray knights, these paladins seek out and track evil through the world and are well equipped to destroy even the toughest of foes in their own lairs or wherever the monsters feel safest.

The Wardens are the Watchers in the Dark. Many of them have had horrific experiences in the past with monsters that few can stand against. Dragons, Fiends, Abominations and other nightmarish creatures are the bread and butter targets of the Wardens. They have honed their abilities to allow them to track these creatures to their lairs (if they have one) and slay them in their homes. The Wardens Sect has a great amount of knowledge to draw upon. They are well aware of the Blood War, the Dragon Rage and the existence of outsiders like the Star Spawn. They stand ready to meet and destroy any incursion that spills out onto their homes in the Material Plane. 

Tenets:

Humility - You know all too well that seeking Glory only gets people killed. The fact that you are still alive is proof enough of your skills and ability. You find professional pride in maintaining a calm demeanor bordering on serenity, because surrendering to your emotions gives the enemy a massive advantage.

Adaptability - No plan survives contact with the enemy, and nothing ever goes to plan. You are well aware of the fact that circumstances change, and that not all problems can be met head on....yet. You keep an open mind about alternative solutions to your ultimate goals of protecting the people.

Vigilance - You maintain an awareness of your surroundings and are the last line of defense against outside violence. Wardens do not retire, they either die fighting or train others if unable to enter the field themselves. Wardens are always ready to answer the call, always ready to hunt, and always keeping watch.

Oath Spells

3rd: Hunter's Mark, Faerie Fire

5th: Earth Bind, Find Traps

9th: Thunderstep, Protection from Energy

13th: Banishment, Guardian of Nature

17th: Hold Monster, Banishing Smite

Lvl 3: Channel Divinity

When you take this oath at third level, you gain the following two Channel Divinity options.

Sacred Champion:

You can use your Channel Divinity to bolster your combat prowess and better bring the fight to your foes. As an action on your turn, you grant yourself a combat bonus that aids you in striking true and cutting deep. While active, your weapon attacks count as magical for the purposes of overcoming resistances. You also gain a +1 bonus to hit and bonus radiant damage equal to half your Paladin level + your charisma modifier. (Minimum of 2 damage) The Bonus damage can only be added to one successful attack per round. The bonus to hit goes up by +1 for every 5 levels of Paladin you have. (+2 at level 5, +5 at level 20) This effect lasts for one minute, or until you are incapacitated or killed.

Guardian's Might:

You can use your Channel Divinity to protect you and your allies from the most insidious of your foe's abilities. As an action you and a number of creatures you choose, up to your Charisma Modifier, within 15 feet of you gain advantage on saves against Paralysis, Charm, Sleep, and Stun effects. This ability lasts for one minute, or until you are incapacitated or killed.

Lvl 7: Studied Hunter

You have intensely studied the creatures that wish the Material Plane destroyed, cleansed, or subjugated and are better prepared to track them down and fight them on their own turf.

Your Divine Sense now includes the following creature types: Dragons, Monstrosities, and Aberrations. Additionally, the range of your divine sense now reaches 120 feet.

You also gain proficiency in Survival, and cannot be surprised by those foes that you can detect with your Divine Sense. so long as you are conscious and moving at at least half speed. (such as when tracking)

Lvl 15: The More you Sweat in Training...

You have physically trained yourself past the point that most would break, because your foe's power and capabilities deserve no less.

You gain proficiency in either Athletics or Acrobatics.

You gain proficiency in Strength and Dexterity Saves.

You also gain fire and acid resistance while wearing armor, having learned the best ways to interpose your armor and protect yourself from the elements commonly used by evil monsters.

Lvl 20: Gravity of Will

You have learned to turn every battlefield into your own personal killing field.

As an action, your will becomes manifest and you create a 20 foot radius sphere of gravity centered on you. All creatures in the sphere must make a Strength Saving Throw at the start of their turn, taking 2d10 + CHA MOD force damage and become unable to move on a fail. Creatures that succeed their save take half damage and can move at half of their base walking speed. Airborne enemies make their saves at disadvantage, falling to the ground and taking fall damage in addition to the force damage. Airborne enemies that make their saves still take half damage and must land on the ground directly beneath them, becoming unable to go airborne again until they leave the sphere. 

Creatures must make a new save at the start of every turn they remain in the sphere, suffering the effects again based on their save. Ranged weapon attacks made into, out of, or through the sphere are made at disadvantage. If there is no ground (airborne, under water, Astral Plane, etc.) creatures that fail their saves are pulled to YOU at a rate of 10 feet per round.

You are immune to the effects of your own sphere. Allies do not take damage but still must make a save, having to move at half speed on a fail. The sphere moves with you as you move, and you are always at the center of it's effect.

This ability lasts for one minute, or until you are incapacitated, killed, or dismiss it as an action. Once you activate this ability, you must finish a long rest before you can use it again.

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